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Thread Statistics | Show CCP posts - 20 post(s) |
Nevyn Auscent
Broke Sauce
3571
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Posted - 2016.09.12 11:06:26 -
[1] - Quote
Lugh Crow-Slave wrote:Brokk Witgenstein wrote:Not gonna happen. Those tanks will be *required* for large fights where once upon a time, offgrid boosters couldn't be alpha'ed. ... isn't that even more of a reason to revise them? they don't need to all be brought up to the damnation they just need to be ballanced Actually it's an even better reason to give all ships DPS caps Citadel like to prevent instant volleying, and provide squad & wing commanders a larger role in combats. Obviously this then means a lower logi cap gets introduced. Both of which introduce far more skill into the chain of command, not just needing one good FC but also a bunch of good sub commanders to really make a fleet excellent. And then this whole issue of headshots, & instant alpha of boosters goes away, and everyone gets more fun in a fight. |
Nevyn Auscent
Broke Sauce
3571
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Posted - 2016.09.12 11:25:13 -
[2] - Quote
Lugh Crow-Slave wrote:they kinda just sounds like a bad idea... all that would do is cause people to brick tank their ships with no damage mods for any fight expected to get that large. E-war would become pointless as you would no longer need it for application or reducing incoming damage. Resists would go out in favor of Raw HP. there would be no need for sub commanders as logi and E-war become less relevant.
currently Logi and alpha are what give us the need for good FCs and even mid sized fights are full of sub FCs for E-war Logi sub cap and capital DPS.
in these fights you are not trying to kill every enemy ship you "win" once the enemy DPS can no longer get through your reps. for some reason many people find this dull and a problem with RR and alpha. Really it puts you into a tactical environment much more like real combat. Where you are not annihilating the enemy army in a battle but breaking them and forcing a retreat. Rubbish. Resists would matter because it would mean more DPS ships need to engage you to hit your DPS cap. Ewar would not become irrelevant because it would still be key to break DPS incoming on your key ships or logi repping their key ships. And it would mean you could always break reps on a ship but it would be a slower thing allowing the targeted pilot time to actually fight, rather than instant death
Alpha is what removes the need for decent squad commanders as soon as you hit instant volley size. |
Nevyn Auscent
Broke Sauce
3572
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Posted - 2016.09.12 23:47:23 -
[3] - Quote
XxUltradmbxX wrote:rip mining missions thanks ccp Explain? Don't see any problem with mining missions. |
Nevyn Auscent
Broke Sauce
3572
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Posted - 2016.09.13 00:13:45 -
[4] - Quote
Balder Verdandi wrote:
Boosts won't cover an entire system. Instead, you'll need to stick an Orca out in a belt now.
Or you know, stick the new Porpoise in a Belt. or heck, even stick a T1 BC in the belt. |
Nevyn Auscent
Broke Sauce
3572
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Posted - 2016.09.13 02:15:08 -
[5] - Quote
Draden Alderland wrote:Start looking at ways to allow non PVP players to enjoy the game not just be cannon fodder for people to scared to go fight against ships/pilots that can fight back. My 2 cents. This is the only part of your rant worth a reply. However you are going the wrong way. Don't magically change the game to allow non PvP play immunity. Change the ships to have real fittings so they can fit weapons & fit active tanks, prop mods & the rest of it that combat ships fit. The real problem is CCP trying to make modern industrial concepts from a time of effective peace (For industry anyway) work in an environment more akin to the spanish main with constant piracy and attacks on said vessels. They built 'Industrial' tanks in WW2 for bridging, trench filling, mine clearing and all the rest of the works that were equally armoured and had guns that gave them a fighting chance, (if not as good as a dedicated CBT) they can do the same with the mining vessels. And no the Procurer is not already there, it has next to no cap, half the slots of a cruiser, no internal weapons, only a single flight of light drones (Compared to the Full flight of sentries certain cruisers get), no PG & no CPU relative to cruisers also.
This is though, a topic for another thread (Like the mining barge revamp thread in fact, where it's already been brought up). And nothing to do with boosts. |
Nevyn Auscent
Broke Sauce
3638
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Posted - 2016.10.06 05:39:48 -
[6] - Quote
Malcanis wrote:Galinius Valgani wrote:If i get the 2 Devblogs right... I could just take a Porpoise fit a Shield and Mining Burst, Load all Boost Ammo Types, Max all Skills and due to be able to reload all 30s( Command Burst Specialist) I may provide all boosts to my fleetmates by rotating Ammo for my Boosters? Yes, if you wanted to micromanage that much you could. No they couldn't. They've forgotten the 1 minute cycle time on top of the 30 second reload. Which means you can't rotate boosts in the same module even with max skills. |
Nevyn Auscent
Broke Sauce
3667
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Posted - 2016.10.15 19:36:15 -
[7] - Quote
El 1974 wrote:As I'm typing this I'm in a fleet somewhere in hisec with a guy I never met before. I invited him into fleet so we would both have a small bonus. In future there is no point for us to fleet up. I'm not going to fly a fleet boosting ship so I can boost a guy I don't know. Let me keep my small bonus pretty pls. And I'll continue to try to answer all the questions the random guys have I invite into my fleets. Why not fly a boost ship? They mine pretty well on their own anyway, so if you want to share boosts with random people you aren't sacrificing much personal yield and you can stay in the belt longer due to larger ore holds on the boost ships. |
Nevyn Auscent
Broke Sauce
3686
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Posted - 2016.10.28 19:29:57 -
[8] - Quote
Syri Taneka wrote:
I do have to agree with this.
Though this char has full Leadership and intends to keep it, my alt has Leadership 5 plus all the basic Warfare skills (Armor, Shield, Skirmish, Info, Mining) to 5 as well, for the passive boosts - which are going away with this patch. She has no other reason to have those skills and they are now a waste for her.
What I'd like to see for this (and potentially for other rearrangements in the future) is to utilize the Skill Extractor code mechanics to allow removal of select skills into a pool of Unallocated SP (as opposed to one or more Skill Injectors) for reassignment into other areas more relevant to the character.
You know what, I hear you can use the Skill extractor code to do just that. It's called buy a skill extractor, extract skills, sell for profit.
So you can sell a boosting character if you want by ripping skills out, and you can reassign the skills if you want.
But the skills still exist in the game, and they even still work towards boosting, so I see no reason for CCP to change their standard policy just for this time (& every other time someone whines 'They are useless for me now' which is..... every time a skill changes even by 1%) |
Nevyn Auscent
Broke Sauce
3686
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Posted - 2016.10.28 21:37:09 -
[9] - Quote
6ie wrote:CCP, I have an account I use just for boosting, that account is now redundant. Will you do the same thing one day for my Industry account too? Can your alt still fly a T3C/CS. Can your alt still use command boosts.
if the answer to these questions is yes, your alt is not useless, and the whole idea of boosts now is to have redundant ships on grid so they can't just headshot your boosts. And there is no problem. If the answer to these questions is no, the problem is that you are delusional. |
Nevyn Auscent
Broke Sauce
3686
|
Posted - 2016.10.29 00:28:16 -
[10] - Quote
Bloodstripes wrote:
I dunno, this feels like a gameplay mechanic that no one will actually use. =\
It means that you don't need to swap the module out, just the ammo, at the start of the roam. Making logistics much easier since you don't need loads of modules. |
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Nevyn Auscent
Broke Sauce
3687
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Posted - 2016.10.29 19:42:56 -
[11] - Quote
Serge Bussier wrote: Well, there was another point... Now i can bring into grid, for example, 3-link Absolution with reasonable tanking (150K+) and decent damage from pulse lasers. A combat booster ship, really, who can deal a full spectrum of Armor bonuses. No crutches needed.
After the patch, CCP wants us to use boosting ships inside a grid. Okay, no questions - it should be fun. But wait... i cannot use my old ship without a new rig - which replaces old trimark! So the situation is: we all should bring boosting command ships into grid - but they will be less tanked if we want the same number of bonuses as before, because tanking rigs we have to tear out and then insert command rigs instead.
Another point. CCP for last 2 or 3 years droned on our ears about increasing possibilities for small collectives of players (Fozziesov etc). These small corporations (if they wanted to) could have 1 leadership character, who would take a seat in a spot-located 6-link command ship for the corp to have all needed bonuses from 2 branches. Now it's expected to have maximum 4 links... so the only way is to have the same bonuses is to get an additional character, and it means more windows to control (... and more plex to buy from CCP).
So that is the way to give more possibilities for small groups? Something is definately goes wrong...
P.S. I wonder how Incursion communities are going to break this through.
Except you can, because they merged 2 of the old boosts into one new boost.
Incursion communities will laugh, put a couple of boosters on grid and carry on. They had this problem solved in less than 24h right back when CCP first discussed moving links on grid. |
Nevyn Auscent
Broke Sauce
3723
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Posted - 2016.11.23 19:49:13 -
[12] - Quote
Sgt Ocker wrote: And sometimes you can have all your miners warp in sit stationary at 1,000m of the Orca and only part if the gang will get boosts on the first cycle - It's like the mechanics of the new bursts can simply "miss" ships in the fleet..
Ships are on grid in warp a lot longer than you think often. So it could easily be the in warp part. If it's not send a reproducible bug report in. But user error accounts for more 'bugs' than actual bugs do. |
Nevyn Auscent
Broke Sauce
3730
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Posted - 2016.12.04 18:10:45 -
[13] - Quote
Trinitro wrote:why the hell does a burst module auto fire every 30 seconds when the related skills that "Make it more efficient" Because the skills are not about making it more efficient. But about making it easier to maintain boosts on people even if they are moving around the grid. Understand what the skills actually are meant to do makes it much easier to understand why they work that way. Not everyone is in a stationary barge fleet even if we are talking miners.
Additionally the charges are so cheap that it's an irrelevant additional cost. What the charges mean though is that you don't have to refit modules to change boosts, just change ammo, which makes it much easier to change boosts in the middle of combat if the circumstances change. Since you can't refit with a weapons timer, but you can reload. |
Nevyn Auscent
Broke Sauce
3822
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Posted - 2017.01.14 18:39:51 -
[14] - Quote
Casey Black Smith wrote:
After being out of the game for almost a year, I start reading the forums today and see this thread. Needless to say, the 5 accounts I wanted to resub will now lay dormant while i rather go read a book.
See ya CCP
The game is actually much improved by the new boost mechanics, ignore the nay sayers in this thread. |
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